I picked evasive fire because I really like the graphical effect and powerful sound of it (which used to belong to impale). Twin chakram rune because the whole purpose of the skill, IMO, is to spam it and fill a room full of swirling blades. And Caltrops for a good AOE slow to keep enemies away while you spam chakram.
Feel free to fill out the rest of the build, but I would prefer you try not to alter these 3 abilities other than maybe the runes for caltrops/evasive fire. Providing a strategy for how to use the build would be a bonus!
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Yeah, I'm not a fan of Chakram, or, I wasn't the last time I played the DH. Don't knwo if they changed it, but I just found it too hard to aim, and I never had the extra energy to really spam it well enough.
i think without true practice, this is one of the many builds that is going to need experimentation. too many variables at this point. beta didn't really do chakram any real justice, but i feel this is a build worth checking out.
Hungering Arrow/Devouring Arrow - This is focused to single-target dps increase. This is the Hatred generator. The "infinite bullets", if you will. And it hurts a good bit.
Chakram/Twin Chakram - This is the theme of your build.
Vault/Rattling Roll - Vault really seems like it's going to be a staple to any DH build. It's intended for that "mobility" aspect Demon Hunter's are famed for, and indeed it is good. The Rattling Roll is for added survivability.
Spike Trap/Scatter - This is for high AoE dps and Scatter speeds things up a good bit!
Caltrops/Torturous Ground - This is another survivability choice. Also with this combination, it snares AND slows thereby supporting accuracy with a subsequent Spike Trap.
Shadow Power/Gloom - Pure survivability. Gaining lots of life and reducing incoming damage when there are lots of monsters and no health globes seems sensible, ya?
Tactical Advantage - Now Vault adds yet another boost to mobility.
Steady Aim - Chakram (the theme of this build) can reach pretty far and decimate everything in its path. This should do well to increase its damage.
Archery - This also seems to be one of those staple choices that you just can't go wrong with.
i think without true practice, this is one of the many builds that is going to need experimentation. too many variables at this point. beta didn't really do chakram any real justice, but i feel this is a build worth checking out.
I tried it a few times on the beta, and the last time I tried chakram it looped around and missed 3 separate groups of mobs. Room full of mobs, and it didn't hit shit....
Making a build based on this skill is like making a build based on Energy Twister for a wizard.
Your primary dmg is just randomly flying around, and you sit back and hope it hits something.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Once you get the hang of it, it's really not that hard to aim. It's all about positioning. And when you place them right, they eat mobs up...
And chakram is LEAGUES ahead of energy twister in the aiming department. Once you cast it, it stays on it's path. Energy twister has a mind of its own, and not a very bright one. Not to mention chakram is much, much cheaper, so you can spam more than 3 before you have to regen.
i think without true practice, this is one of the many builds that is going to need experimentation. too many variables at this point. beta didn't really do chakram any real justice, but i feel this is a build worth checking out.
I tried it a few times on the beta, and the last time I tried chakram it looped around and missed 3 separate of mobs. Room full of mobs, and it didn't hit shit....
Making a build based on this skill is like making a build based on Energy Twister for a wizard.
Your primary dmg is just randomly flying around, and you sit back and hope it hits something.
I have to strongly disagree here. Chakram is vastly different than energy twister. First of all, energy twister is 100% random, but chakram has a set path that it always follows. I used it a lot in the beta and got very good at hitting targets with it. Secondly, energy twister does damage over time so if an enemy runs thru it they take little damage, chakram does full damage no matter how long they stand in it. Thirdly, chakram is incredibly cheap compared to energy twister, allowing you to spam it and make up for the fact that it is difficult to aim. Moving small amounts between casts allows you to vary the path the chakram follows by slight amounts allowing you to cover a vast majority of the room.
i think without true practice, this is one of the many builds that is going to need experimentation. too many variables at this point. beta didn't really do chakram any real justice, but i feel this is a build worth checking out.
I tried it a few times on the beta, and the last time I tried chakram it looped around and missed 3 separate of mobs. Room full of mobs, and it didn't hit shit....
Making a build based on this skill is like making a build based on Energy Twister for a wizard.
Your primary dmg is just randomly flying around, and you sit back and hope it hits something.
I have to strongly disagree here. Chakram is vastly different than energy twister. First of all, energy twister is 100% random, but chakram has a set path that it always follows. I used it a lot in the beta and got very good at hitting targets with it. Secondly, energy twister does damage over time so if an enemy runs thru it they take little damage, chakram does full damage no matter how long they stand in it. Thirdly, chakram is incredibly cheap compared to energy twister, allowing you to spam it and make up for the fact that it is difficult to aim. Moving small amounts between casts allows you to vary the path the chakram follows by slight amounts allowing you to cover a vast majority of the room.
its still crap imo.
Even if you could get the aim down, you still have to hit moving targets with it. Its like trying to hit a bullseye on a dart board, but its swinging back and forth on a rope. If the room is full of mobs, then sure, chances are you will hit something.
But I simply can't ever see a reason to use this over Elemental Arrow.
Rollback Post to RevisionRollBack
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Hungering Arrow/Devouring Arrow - This is focused to single-target dps increase. This is the Hatred generator. The "infinite bullets", if you will. And it hurts a good bit.
Chakram/Twin Chakram - This is the theme of your build.
Vault/Rattling Roll - Vault really seems like it's going to be a staple to any DH build. It's intended for that "mobility" aspect Demon Hunter's are famed for, and indeed it is good. The Rattling Roll is for added survivability.
Spike Trap/Scatter - This is for high AoE dps and Scatter speeds things up a good bit!
Caltrops/Torturous Ground - This is another survivability choice. Also with this combination, it snares AND slows thereby supporting accuracy with a subsequent Spike Trap.
Shadow Power/Gloom - Pure survivability. Gaining lots of life and reducing incoming damage when there are lots of monsters and no health globes seems sensible, ya?
Tactical Advantage - Now Vault adds yet another boost to mobility.
Steady Aim - Chakram (the theme of this build) can reach pretty far and decimate everything in its path. This should do well to increase its damage.
Archery - This also seems to be one of those staple choices that you just can't go wrong with.
While I was waiting for people to reply, I surprisingly came up with a fairly similar build to this.
Evasive Fire/Shrapnel - I feel like this can cover the same areas as devouring arrow and vault. Dealing slightly more damage and giving slightly more hatred, in addition to automatically vaulting if enemies are too close. Obviously its more difficult to use than vault but that is where practice and positioning come into play.
Chakram/Twin Chakrams - Self explanatory
Caltrops/Torturous Ground - I chose the immobilization rune because while rooted, those enemies will also keep mobs behind them from moving as well. Also the immobilization gives the spike traps enough time to activate.
Shadow Power/Blood Moon - Chosen for essentially the same reasons. I went with the bonus life-steal rune to increase its potency.
Spike Trap/Scatter - I actually planned on this ability being for smaller groups of enemies like champions or bosses, because of its high damage. The basic plan is to drop this and Caltrops in roughly the same place, then spam evasive fire until enemies get close, and as soon as you backflip, pop shadow power. Shortly thereafter, the enemies will run into your spike trap and you get all the lifesteal from 3 traps going off at once, by the time the survivors get through the trap, you should already have a second set of them ready to go.
Preparation/Battle Scars - I chose this as an "oh shit" button to instantly get a lot of health back and to get more discipline to use shadow power/caltrops more often. Your build has 3 abilities that use discipline which I think is a little much considering how much I plan on using caltrops and Shadow Power, so I feel like preparation is a better choice.
Passives:
Steady Aim - Dps
Brooding - Chosen for some more survivability. This build may seem like it has a lot already with shadow power and preparation/battle scars, but I feel like its better to have too much than not enough when you are starting out with a build, and this could easily be swapped for a dps passive if that turns out to be the case.
Numbing Traps - Since I'm using 2/3 of the abilities this passive affects, I figured why not? As mentioned before this could be swapped for a dps rune if needed.
Even if you could get the aim down, you still have to hit moving targets with it. Its like trying to hit a bullseye on a dart board, but its swinging back and forth on a rope.
I simply can't ever see a reason to use this over Elemental Arrow.
While I will agree that if you have a specific target in mind, it would be difficult to hit it, but chakram wasn't made for that. Proper use of chakram involves spamming it to fill the entire room with them. You shouldn't be aiming for a specific target with it, and if there are only a couple of enemies you are better off using a different skill or a hatred generator. All of the other runes aside from the shuriken cloud rune change the path the chakram follows so maybe those would make it easier to aim as well.
Also, elemental arrow requires your targets to be lined up, which isn't always the case. If the enemies are moving around in a ball, I think chakram would hit more targets than elemental arrow would, because it would curve through it, instead of making a straight line. However, I will agree that elemental arrow is much better in long narrow hallways like in the cathedral levels or crypts, but I think chakram has the advantage out in the open. I've considered switching between the two abilities based on the situation since elemental arrow is a pretty beast ability as well.
Moving small amounts between casts allows you to vary the path the chakram follows by slight amounts allowing you to cover a vast majority of the room.
This.
If you're only firing 1 chakram, or firing multiple chakrams from the same starting position, you're doing it wrong.
It's a great skill IMO
Well you can't compare DH skills with Wizard skills.
Multishot would hit every enemy, but it only does 10% more damage than Chakram, and costs 4x as much.
Fan of Knives does a ton of damage, but requires you to be close, and has a cooldown.
Spike trap has a very small AoE, and a high cost.
Cluster Arrow has a ridiculous hatred cost, and we don't know how big is it's area.
I'd say Chakram definitely has a place on the DH's AoE arsenal
I think gear is going to be a factor as well (ok, that's pretty much a "no shit" comment, but still) Now that gear is back to adding to skills I got a feelin that chakram is going to be modded in fantastic ways (ie. crazy spamible, way more dmg etc.) I dunno...few more days and we'll find out.
Ewww... I wish I could be a bit of help on this one, but I HATED chakram in beta... In fact, I can't see myself ever using it unless it's insanely high dmg.
Hungering Arrow/Devouring Arrow - This is focused to single-target dps increase. This is the Hatred generator. The "infinite bullets", if you will. And it hurts a good bit.
Chakram/Twin Chakram - This is the theme of your build.
Vault/Rattling Roll - Vault really seems like it's going to be a staple to any DH build. It's intended for that "mobility" aspect Demon Hunter's are famed for, and indeed it is good. The Rattling Roll is for added survivability.
Spike Trap/Scatter - This is for high AoE dps and Scatter speeds things up a good bit!
Caltrops/Torturous Ground - This is another survivability choice. Also with this combination, it snares AND slows thereby supporting accuracy with a subsequent Spike Trap.
Shadow Power/Gloom - Pure survivability. Gaining lots of life and reducing incoming damage when there are lots of monsters and no health globes seems sensible, ya?
Tactical Advantage - Now Vault adds yet another boost to mobility.
Steady Aim - Chakram (the theme of this build) can reach pretty far and decimate everything in its path. This should do well to increase its damage.
Archery - This also seems to be one of those staple choices that you just can't go wrong with.
While I was waiting for people to reply, I surprisingly came up with a fairly similar build to this.
Evasive Fire/Shrapnel - I feel like this can cover the same areas as devouring arrow and vault. Dealing slightly more damage and giving slightly more hatred, in addition to automatically vaulting if enemies are too close. Obviously its more difficult to use than vault but that is where practice and positioning come into play.
Chakram/Twin Chakrams - Self explanatory
Caltrops/Torturous Ground - I chose the immobilization rune because while rooted, those enemies will also keep mobs behind them from moving as well. Also the immobilization gives the spike traps enough time to activate.
Shadow Power/Blood Moon - Chosen for essentially the same reasons. I went with the bonus life-steal rune to increase its potency.
Spike Trap/Scatter - I actually planned on this ability being for smaller groups of enemies like champions or bosses, because of its high damage. The basic plan is to drop this and Caltrops in roughly the same place, then spam evasive fire until enemies get close, and as soon as you backflip, pop shadow power. Shortly thereafter, the enemies will run into your spike trap and you get all the lifesteal from 3 traps going off at once, by the time the survivors get through the trap, you should already have a second set of them ready to go.
Preparation/Battle Scars - I chose this as an "oh shit" button to instantly get a lot of health back and to get more discipline to use shadow power/caltrops more often. Your build has 3 abilities that use discipline which I think is a little much considering how much I plan on using caltrops and Shadow Power, so I feel like preparation is a better choice.
Passives:
Steady Aim - Dps
Brooding - Chosen for some more survivability. This build may seem like it has a lot already with shadow power and preparation/battle scars, but I feel like its better to have too much than not enough when you are starting out with a build, and this could easily be swapped for a dps passive if that turns out to be the case.
Numbing Traps - Since I'm using 2/3 of the abilities this passive affects, I figured why not? As mentioned before this could be swapped for a dps rune if needed.
Interesting choice giong with Evasive Fire. I totally see what you're saying about practicing the technique for it to more or less cover for the lack of Vault. I also think this skill probably makes the best use of Steady Aim.
I'm really skeptical on the Brooding though. I think it's totally reasonable for a long boss fight where health globes aren't exactly falling from the sky and you already grabbed Shadow Power AND Preparation for the "oh shit" moments (good combination IMO btw), but as far as questing where you're dealing with masses of mobs, I would be inclined to grab a dps booster like Archery.
And though I see Numbing Traps being applicable in this build, I'm thinking Tactical Advantage might serve you better because of its relation to Evasive Fire which you will be using A LOT. I really REALLY see Numbing Traps being much more useful in a group with a Barb or a Monk where you basically have a tank in your party. They would really appreciate the Numbing Traps at that point. Also, think about this in a boss fight where you're going to be kiting forever. Having that constant increased movement is going to take you much MUCH farther IMO.
I picked evasive fire because I really like the graphical effect and powerful sound of it (which used to belong to impale). Twin chakram rune because the whole purpose of the skill, IMO, is to spam it and fill a room full of swirling blades. And Caltrops for a good AOE slow to keep enemies away while you spam chakram.
Feel free to fill out the rest of the build, but I would prefer you try not to alter these 3 abilities other than maybe the runes for caltrops/evasive fire. Providing a strategy for how to use the build would be a bonus!
Epicurus
I like this.
Hungering Arrow/Devouring Arrow - This is focused to single-target dps increase. This is the Hatred generator. The "infinite bullets", if you will. And it hurts a good bit.
Chakram/Twin Chakram - This is the theme of your build.
Vault/Rattling Roll - Vault really seems like it's going to be a staple to any DH build. It's intended for that "mobility" aspect Demon Hunter's are famed for, and indeed it is good. The Rattling Roll is for added survivability.
Spike Trap/Scatter - This is for high AoE dps and Scatter speeds things up a good bit!
Caltrops/Torturous Ground - This is another survivability choice. Also with this combination, it snares AND slows thereby supporting accuracy with a subsequent Spike Trap.
Shadow Power/Gloom - Pure survivability. Gaining lots of life and reducing incoming damage when there are lots of monsters and no health globes seems sensible, ya?
Tactical Advantage - Now Vault adds yet another boost to mobility.
Steady Aim - Chakram (the theme of this build) can reach pretty far and decimate everything in its path. This should do well to increase its damage.
Archery - This also seems to be one of those staple choices that you just can't go wrong with.
Signature by Aranoch
I tried it a few times on the beta, and the last time I tried chakram it looped around and missed 3 separate groups of mobs. Room full of mobs, and it didn't hit shit....
Making a build based on this skill is like making a build based on Energy Twister for a wizard.
Your primary dmg is just randomly flying around, and you sit back and hope it hits something.
Epicurus
And chakram is LEAGUES ahead of energy twister in the aiming department. Once you cast it, it stays on it's path. Energy twister has a mind of its own, and not a very bright one. Not to mention chakram is much, much cheaper, so you can spam more than 3 before you have to regen.
I have to strongly disagree here. Chakram is vastly different than energy twister. First of all, energy twister is 100% random, but chakram has a set path that it always follows. I used it a lot in the beta and got very good at hitting targets with it. Secondly, energy twister does damage over time so if an enemy runs thru it they take little damage, chakram does full damage no matter how long they stand in it. Thirdly, chakram is incredibly cheap compared to energy twister, allowing you to spam it and make up for the fact that it is difficult to aim. Moving small amounts between casts allows you to vary the path the chakram follows by slight amounts allowing you to cover a vast majority of the room.
its still crap imo.
Even if you could get the aim down, you still have to hit moving targets with it. Its like trying to hit a bullseye on a dart board, but its swinging back and forth on a rope. If the room is full of mobs, then sure, chances are you will hit something.
But I simply can't ever see a reason to use this over Elemental Arrow.
Epicurus
While I was waiting for people to reply, I surprisingly came up with a fairly similar build to this.
http://us.battle.net...YgSV!YdV!aaZZab
Evasive Fire/Shrapnel - I feel like this can cover the same areas as devouring arrow and vault. Dealing slightly more damage and giving slightly more hatred, in addition to automatically vaulting if enemies are too close. Obviously its more difficult to use than vault but that is where practice and positioning come into play.
Chakram/Twin Chakrams - Self explanatory
Caltrops/Torturous Ground - I chose the immobilization rune because while rooted, those enemies will also keep mobs behind them from moving as well. Also the immobilization gives the spike traps enough time to activate.
Shadow Power/Blood Moon - Chosen for essentially the same reasons. I went with the bonus life-steal rune to increase its potency.
Spike Trap/Scatter - I actually planned on this ability being for smaller groups of enemies like champions or bosses, because of its high damage. The basic plan is to drop this and Caltrops in roughly the same place, then spam evasive fire until enemies get close, and as soon as you backflip, pop shadow power. Shortly thereafter, the enemies will run into your spike trap and you get all the lifesteal from 3 traps going off at once, by the time the survivors get through the trap, you should already have a second set of them ready to go.
Preparation/Battle Scars - I chose this as an "oh shit" button to instantly get a lot of health back and to get more discipline to use shadow power/caltrops more often. Your build has 3 abilities that use discipline which I think is a little much considering how much I plan on using caltrops and Shadow Power, so I feel like preparation is a better choice.
Passives:
Steady Aim - Dps
Brooding - Chosen for some more survivability. This build may seem like it has a lot already with shadow power and preparation/battle scars, but I feel like its better to have too much than not enough when you are starting out with a build, and this could easily be swapped for a dps passive if that turns out to be the case.
Numbing Traps - Since I'm using 2/3 of the abilities this passive affects, I figured why not? As mentioned before this could be swapped for a dps rune if needed.
While I will agree that if you have a specific target in mind, it would be difficult to hit it, but chakram wasn't made for that. Proper use of chakram involves spamming it to fill the entire room with them. You shouldn't be aiming for a specific target with it, and if there are only a couple of enemies you are better off using a different skill or a hatred generator. All of the other runes aside from the shuriken cloud rune change the path the chakram follows so maybe those would make it easier to aim as well.
Also, elemental arrow requires your targets to be lined up, which isn't always the case. If the enemies are moving around in a ball, I think chakram would hit more targets than elemental arrow would, because it would curve through it, instead of making a straight line. However, I will agree that elemental arrow is much better in long narrow hallways like in the cathedral levels or crypts, but I think chakram has the advantage out in the open. I've considered switching between the two abilities based on the situation since elemental arrow is a pretty beast ability as well.
This.
If you're only firing 1 chakram, or firing multiple chakrams from the same starting position, you're doing it wrong.
It's a great skill IMO
Multishot would hit every enemy, but it only does 10% more damage than Chakram, and costs 4x as much.
Fan of Knives does a ton of damage, but requires you to be close, and has a cooldown.
Spike trap has a very small AoE, and a high cost.
Cluster Arrow has a ridiculous hatred cost, and we don't know how big is it's area.
I'd say Chakram definitely has a place on the DH's AoE arsenal
Interesting choice giong with Evasive Fire. I totally see what you're saying about practicing the technique for it to more or less cover for the lack of Vault. I also think this skill probably makes the best use of Steady Aim.
I'm really skeptical on the Brooding though. I think it's totally reasonable for a long boss fight where health globes aren't exactly falling from the sky and you already grabbed Shadow Power AND Preparation for the "oh shit" moments (good combination IMO btw), but as far as questing where you're dealing with masses of mobs, I would be inclined to grab a dps booster like Archery.
And though I see Numbing Traps being applicable in this build, I'm thinking Tactical Advantage might serve you better because of its relation to Evasive Fire which you will be using A LOT. I really REALLY see Numbing Traps being much more useful in a group with a Barb or a Monk where you basically have a tank in your party. They would really appreciate the Numbing Traps at that point. Also, think about this in a boss fight where you're going to be kiting forever. Having that constant increased movement is going to take you much MUCH farther IMO.
Good ideas on your build tho, gw!
Signature by Aranoch